Summoned: Staff of the Magi (and the rest of the FT Staff line)

maybe convert the staff to an aug ala searfire? iono if that's possible.

At one time searfire's were a neck/range item not the aug they are today, so I'm thinking this is entirely possible.

It's an interesting idea that would make this a viable summoning spell through the tiers. However,it should probably have a 60 or 65 level requirement as well as Lore/No Rent tag. Maybe make it Type 3 to differentiate from searfire.

Faldeney
65 Wizard
 
These are all cool ideas but I still think it would be easier/make more sense to simply alter the staves themselves. Codex powered pet weapons and summonable FT augs and the like sound like a drastic rebalanacing of the mage class which I personally don't think is needed, at least not at the lower levels (unless a new targetable AE spell after level 12 was added, hah).

I don't oppose the cool ideas though!! Just don't think they are necessary

edit bottom line slaariel needs to stop self-hating!!!!
 
These are all cool ideas but I still think it would be easier/make more sense to simply alter the staves themselves. Codex powered pet weapons and summonable FT augs and the like sound like a drastic rebalanacing of the mage class which I personally don't think is needed, at least not at the lower levels (unless a new targetable AE spell after level 12 was added, hah).

I don't oppose the cool ideas though!! Just don't think they are necessary

I agree the aug deal and scaling with codex and all sound pretty cool, but seem too extreme. My first character ever on SoD was a mage, and with almost no eq knowledge at all I played him to 65 (not boxing). During that time I earned my way into various gear, and never found a use for the ft staves line. I remember thinking how cool it was that they gave me mana regen when I found out what ft was... and then I was pretty dissapointed that it wasn't enough to really matter when compared with what other gear I have found. I worked really hard to get my Staff of the Magi spell (Siren's was SCARY D:!!) and after I got it I didn't use it more than a few times myself. I did give it to people here and there, but most of them were 45 or less, and they were random people, not groupmates. Also the lower staves are useless after you get the upgraded spell, due to no level requirement.
 
Pet gear scaling with codices is a bit extreme, don't you think? Mage's pet already scales with them, why should pets or random people you meet also get the extra benefit?

I was actually using the ft3 staff when my ancient mage Tinkaa completed the quest, but she was really really poorly geared at the time. When she got somewhat decent and I made alts, I was using the staves until level 30 or so.

I agree I'd rather see another augment - a less powerful searfire type of thing or maybe one for crit heals.
 
Pet gear scaling with codices is a bit extreme, don't you think?

I meant with the mage codices if that was possible. It's only extreme as you make it but with all the insane pet weapons now it might be nice to see a little scaling, I'm not saying mages should be summoning weapons on par with citadel ones.
 
a new targetable AE spell after level 12

When i was playing Yacub, I recommended such a spell at least once only to have Aisling laugh at me.

Actually, Aisling laughed at me a lot. So I rolled an enchanter.

Seriously tho, these staves could use some rebalancing. Would it be at all possible maybe to have them mimic the old pet items from live? like, summon a broom/torch/stein/shovel to empower air/fire/water/earth pets? the staves presumably wouldn't be useful anyway to a mage with a tomed relic pet, so such "buffs" could actually be somewhat useful to 55-65+ish mages that aren't ubar.

might be getting away from what the OP was trying to accomplish but then at least there would be a reason to sneak them into the daily summon rotation before summoning your pet back.
 
When i was playing Yacub, I recommended such a spell at least once only to have Aisling laugh at me.

Actually, Aisling laughed at me a lot. So I rolled an enchanter.

Seriously tho, these staves could use some rebalancing. Would it be at all possible maybe to have them mimic the old pet items from live? like, summon a broom/torch/stein/shovel to empower air/fire/water/earth pets? the staves presumably wouldn't be useful anyway to a mage with a tomed relic pet, so such "buffs" could actually be somewhat useful to 55-65+ish mages that aren't ubar.

might be getting away from what the OP was trying to accomplish but then at least there would be a reason to sneak them into the daily summon rotation before summoning your pet back.

What would be really cool is an involved quest that results in choosing one element to Focus in

But yeah this is getting away from what the real issue is and that is the already cool idea of summoned flowing thought items which is hampered by the fact that said FT items exist as a sad line of 2h staves
 
Is it too much to ask do just make the staffs 1h instead of 2h? Would it be enough of a tweak to see them used more?
 
Ok lets refocus here. The staves in question.

Staff of Tracing (8)
Staff of Warding (16)
Staff of Runes (24)
Staff of Symbols (34)
Staff of the Magi (55)

The staves will never compete directly with earned gear, that's pretty much just a fact, but they should have a place. So lets get serious.

First off, as 2h weapons they are terrible. So decision one, keep them 2h or drop them 1h? Obviously a 2h weapon needs to be better than 2 1h weapons. For caster gear we generally try to make this the case with bigger focus effects and big +elemental damage, causing the staff to raise DPS. If we are sticking with the general theme as presented to us, that may not be a bad way to go.

If we go 1h, then we have to figure out what the staves were meant to do in the first place. And that would be increase the longevity of the mage, be it via more mana or mana regen. Which do that job for their level if they were 1h weapons? I'd say Tracing is fine and Warding is ok. But lets make them a bit more appealing, and give them both a bit of Cha. Cha isn't easy to get at the low end, and really does make a difference.

As has been proven beyond a shadow of a doubt, Rune+ are not great as 2h, but I think they become VERY competitive at 1h. Taking Silver Scepter VS a hypothetical 1h Staff of Symbols I think the staff of symbols actually comes out ahead effective mana-wise, by a not insubstantial margin. I think 1h alone would completely 'fix' the staves of Runes and Symbols. They now have a place along side the Staff of the Elements. For consistency sake, they'll keep the cha from the previous staves, but not gain anymore.

Staff of the Magi takes a TAD more effort than the others as it has a quest attached to it, though not really a tough quest per-se. As a 2h weapon it is an amazing twink item, but that's not what we are looking at here. If it were a 1h weapon, I think it'd stack up pretty ok to the competition. But lets have some fun with it and give it some +fire damage too. Now it functions as a terribly underpowered version of the polished ruby scepter, which is about what it should be doing.

In addition to this, if they were changed to 1h, they would be too good as twink gear. They'd all get a rec level, at the level you need to summon them.

Summary
Staff of Tracing (8) 1h + 5cha + rec level 8
Staff of Warding (16) 1h +10cha + rec level 16
Staff of Runes (24) 1h +10cha + rec level 24
Staff of Symbols (34) 1h +10cha + rec level 34
Staff of the Magi (55) 1h +10cha + (1-5) fire damage + rec level 55

Thoughts?


PS
also, on the topic of summons, mages should get some summonable pet weapons that can rival or generally outperform the ikky buyables. It only seems right.
No. It doesn't seem right, and I can't disagree with you more. Not unless you GOT the spells in Ikky to begin with.
 
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Those changes sound great and would put them back on par with buyable and comparable items around the appropriate levels.
 
No. It doesn't seem right, and I can't disagree with you more. Not unless you GOT the spells in Ikky to begin with.

I 100% agree with this as well. Our summonable weapons should be on par with what they should be when we obtain the spell. I think that they are just fine the way they are (minus the absurdly long recast) and that the ikky spectral silks makes up for the difference in weapons from content to content.
 
Cyzaine, I missed you. :D
I completely agree to adding a rec level if the staves get "tweaked" to be usable. If the stats are to be made comparable to gear of that level req, it seems reasonable to add a rec/req to them as well.
 
I still like the idea of the staff being more of a FT mana battery instead of a well-rounded weapon -- my vote is more FT at the sacrifice of other stuff
 
Perhaps something along the lines of FT3 -150mana?

That would make it mana-neutral on the 5 minute fight paradigm.
 
Hm reevaluating my thoughts on my proposed stats for the Staff of the Magi, primarily due to forgetting about:

http://wiki.shardsofdalaya.com/index.php/Vingrin's_Wand_of_Animation

Which it would effectively trounce, and effort for effort, it shouldn't.

Someone think up some more appropriate stats for the Magi staff!

They are No Rent so, I'm going to say something unpopular.

What if you go with your original stats and make it have a rarish reagent that would make them not want to summon every time they logged on. (Let's say 2 Opals or something like that.) Fits with the other summoned high-end weaps and cost would scale down with higher tiered mages as they get Reagent Con.

In my opinion, Vingrin's is an easier quest overall and gives great XP at the appropriate level. (it's mostly about finding Barbtail up...and it's drop is buyable as well as the enchanter spell component) It's also a level 45 recommended...as I remember.

Staff takes you into Siren's for the blood and really didn't seem like that common of a drop for me. (Although, I did it a very long time ago)

If anything, a cool encounter or something added at the end like the Dragon fight for Vingrin's would make this more interesting. Especially something that is Lore appropriate
with Dark Magi or Elementals or something.

I think the initial stats you gave it were interesting and would give it some life beyond 55-tier 1-2.

Also, why shouldn't this be the pinnacle of Mage Summon Weapons as it is the last one we currently get? (That we can equip that is). You really didn't bump the stats that much and it is easily replaceable during harder tmaps and early tier raiding.

Thanks,

Faldeney
65 Wizard

tldr; keep stats you said earlier, add rarish Reagent and possibly a final encounter to quest
 
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How about adding Cold and Fire resists to the Staff. Vingrin's covers Magic resist.
 
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